Im currently developing an Air hockey game in Unity3d. The issue I'm having is that when the player attempts to hit the puck too quickly, the player ends up going through the puck and therefore there is no collision. The game works perfectly as expected if the player stays still and the puck hits the player or if the player hits the puck at a slow pace.
The player has a rigidbody using continuous collision detection using a capsule collider. The puck also has rigidbody with continuous dynamic collision detection and a mesh collider with convex.
I tried setting the fixed timestep to 0.01 but that didn't have an effect. Here is the script for the player movement:
void ObjectFollowCursor()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
Vector3 point = ray.origin + (ray.direction * distance);
Vector3 temp = point;
temp.y = 0.2f; // limits player on y axis
cursorObject.position = temp;
}
and here is the code for the puck when it collides with the player:
// If puck hits player
if(collision.gameObject.tag == "Player")
{
Vector3 forceVec = this.GetComponent<Rigidbody>().velocity.normalized * hitForce;
rb.AddForce(forceVec, ForceMode.Impulse);
Debug.Log ("Player Hit");
}
Any help would be much appreciated. Thanks.